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Returning 35 results for 'minds speak with only about for for located'.
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Spells
Player’s Handbook
make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is
intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.
Spells
Player’s Handbook
inscribes the object’s name on the sapphire. Each time you cast this spell, you must use a different sapphire.
Thereafter, you can take a Magic action to speak the object’s name and crush the
’t transport it, but instead you learn who that creature is and where that creature is currently located.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their own safety. Once they taste freedom from the colony, some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony by elevating themselves to the
position of leadership normally held by an elder brain. Regardless, all such arcanists face the same stark fact: when they die, they will not join the host of minds in the elder brain—deviant
Monsters
Strixhaven: A Curriculum of Chaos
each: comprehend languages, locate object
1/day each: mage armor, speak with dead, stone shapeLearn from the Past (2/Day). When another creature within 60 feet of the pledgemage misses a target with an
, shunting the minds of nearby creatures out of this moment in time. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of the pledgemage’s next turn.
Monsters
Icewind Dale: Rime of the Frostmaiden
simply a facet of how their minds work. When the process is warped only slightly, the mind flayer remains gnome-sized and is called a gnome ceremorph. It retains its knowledge of the Gnomish language
while becoming able to speak Deep Speech and Undercommon. It retains fragmented memories of its previous life and previous alignment, not to mention a propensity for invention.
Laser Pistol. A gnome
Monsters
Mythic Odysseys of Theros
, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider's
the Underworld. The horrors of the place broke their minds, bodies, and spirits and twisted them into the terrifying archons known as ashen riders. When they ride forth upon the mortal world, terrified
Monsters
The Book of Many Things
worthwhile. When Malaxxix deigns to speak with others, the fiend displays grandiloquent diction and a pompous demeanor—a stark contrast to the yugoloth’s usual fury.
Curse of Malaxxix
A creature
hear an incessant scraping sound in their minds.
Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they have disadvantage on Dexterity
Monsters
Eberron: Rising from the Last War
carrying is absorbed or borne by the new form (Sul Khatesh's choice).
In a new form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and
empowers warlocks and whispers secrets into the minds of wizards and artificers, helping them master spells and create relics they could never shape on their own. But few of those inspired by Sul
Magic Items
Tasha’s Cauldron of Everything
allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.
Implanting Teeth. To implant the tooth, you place it in your mouth, whereupon one of
(Perception) checks from constant whispers of memories and nearby minds.
9
The Disappearances of Half Hollow (vomerine tooth of a Large toad)
4 giant toad;giant toads
Your long jump is up to 30
Mislead
Legacy
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Learn More
Spells
Basic Rules (2014)
can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if
you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Drawmij's Instant Summons
Legacy
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Spells
Player’s Handbook (2014)
sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item’s name and crush the
transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
Instant Summons
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the item's name and crush the sapphire
the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.
Monsters
Mordenkainen's Fiendish Folio Volume 1
the surface world. But when they have superior numbers or engage creatures that appear weak, blindheims will often ambush to take what they want.
Strange Outcasts. The blindheims speak of an ancient era
offense. In the minds of the blindheims, the sun could not possibly have forgotten their great and heroic theft, and anything said to dispel the belief that they remain infamous and feared by all folk
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
on a geographical feature located in or near the clan’s territory.
The following list of sample tabaxi names includes nicknames in parenthesis.
Tabaxi Names: Cloud on the Mountaintop (Cloud
with, you speak quickly and never pause and others can’t understand you.
9
You are a font of random trivia from the lore and stories you have discovered.
10
You can’t help but pocket interesting objects you come across.
Species
Mordenkainen Presents: Monsters of the Multiverse
their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.
Creating Your Character
At 1st level, you
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Mountains becoming the Starpeaks. Forgotten Realms. The Tegefed Mountains could be in the eastern half of the Small Teeth mountain range, located in the region of Amn. Greyhawk. You could place the Tegefed
Graeme Morris. The adventure is remembered for its intricate plot and unique adventure hook, which spurred characters to action by imprinting their minds with memories from a creature known as a memory web (see appendix B).
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
often as a barely audible whisper. Kruphix can speak with a booming voice directly into the minds of all the other gods simultaneously, though, doing so when something threatens the cosmic order
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly
appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take a Magic action to speak the object’s name and crush the sapphire. The object instantly appears in
your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn’t transport it, but instead you learn who that creature is and where that creature is currently located.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Mental Discipline. You have resistance to psychic damage. Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your
trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Mental Discipline. You have resistance to psychic damage. Mind Link. You can speak telepathically to any creature you can see, provided the creature is within a number of feet of you equal to 10 times your
trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
come off as coarse, blunt, or rude in dealings with other people. With the directness of an orc, they speak their minds with no apparent concern for how their opinions are received. No matter where
raid and scavenge. As a result, the word “orc” has no pleasant connotation in the minds of other Faerûnians. At the same time, the word “half” is a mark of derision among orcs. Some half-orcs raised
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
activities, and most families have been here for many generations. The characters learn this when they visit the island.) Legends. Legends speak of Acererak’s infamous Tomb of Horrors, a deadly labyrinth
filled with monsters and puzzles. Stories state that the archlich created similar tombs to guard precious magical artifacts. One such tomb is located on the isle.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
comprehend. The syllables that make up mind flayer names as expressed in other languages are thus weak approximations of the sound that others hear in their minds when illithids refer to themselves. An
illithid might adopt a name that is easier for minions and allies to speak or that makes it seem more fearsome to enemies, but each begins its life with a thought-name such as the examples in the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in
learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell’s effect.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
to wipe psionics from the collective minds of the gith peoples and enslave them once more. To activate the Gith Capacitor, the mind flayers must expose it to the unfathomable energies of the Far Realm
, a place beyond space and time. The mind flayers have traveled through a nearby portal to the plane of Pandemonium, where they are rumored to have located a direct path to the Far Realm. Belthomias
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
paralyze creatures and cloud their minds with paranoia. Iron Cobra
Medium construct, unaligned
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
12(+1)
DEX
16(+3)
CON
14
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands one language of its creator but can’t speak
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
phantasmagoric realm whose features shift endlessly. Those who visit and escape speak of malicious wildernesses; the empty city called Nod; and uncountable drifting spheres, each containing a stranger’s
Hypnos, the witch Mullonga, the trickster Morpheus, and the embodiment of terror known as the Nightmare Man. These beings are artisans of nightmares, visiting terrors upon any whose sleeping minds brush
Compendium
- Sources->Dungeons & Dragons->Monster Manual
manufactured disasters. 5 Part of a loose organization that adheres to timeless rituals and guards natural secrets. 6 A warden who minds the underpinnings of reality and protects against extraplanar
spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals
2/Day Each: Entangle, Thunderwave
1/Day Each: Animal Messenger, Longstrider, Moonbeam
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils
calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn’t be.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
whom Shalfey sent to track down the star. The messengers’ minds were drained by the memory web before death. As a result, the Speak with Dead spell and similar magic yield only confused, meaningless






